;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
6       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Aqueduct needed to exceed this size
8       ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
ALL1,               1, 0,  no,  no,  2, 0    ; AFl
ALL2,               1, 0,  no,  no,  2, 0    ; Alp
Government Infantry,1, 0,  X2,  no,  0, 1    ; Amp
Armoured Car,       1, 0,  X2,  no,  0, 1    ; Ast
Motorised Infantry, 1, 0,  X2,  no,  0, 1    ; Ato
Combat Helicopter,  1, 0,  X2,  no,  0, 1    ; Aut
FARC,               1, 0,  X4,  no,  1, 1    ; Ban
ALL3,               1, 0,  no,  no,  2, 0    ; Bri
ELN,                1, 0,  X5,  no,  2, 1    ; Bro
M-19,               1, 0,  X3,  no,  3, 1    ; Cer
ALL4,               1, 0,  no,  no,  2, 0    ; Che
NONE,               1, 0,  no,  no,  3, 4    ; Chi
Paramilitaries,     1, 0,  X6,  no,  0, 2    ; CoL
MAS,                1, 0,  no,  no,  1, 0    ; CA 
OAS,                1, 0,  X1,  no,  2, 2    ; Cmb
Communism,          1, 0,  no,  no,  2, 0    ; Cmn
SPECIAL3,           1, 0,  no,  no,  0, 0    ; Cmp
SPECIAL4,           1, 0,  no,  no,  0, 0    ; Csc
ALL6,               1, 0,  nil, nil, 2, 0    ; Cst
MAS,                1, 0,  no,  no,  1, 2    ; Cor
ALL7,               1, 0,  no,  no,  2, 0    ; Cur
Democracy,          1, 0,  no,  no,  2, 0    ; Dem
ALL9,               1, 0,  no,  no,  2, 0    ; Eco
ALL10,              1, 0,  no,  no,  2, 0    ; E1 
SPECIAL1,           1, 0,  no,  no,  0, 0    ; E2 
NONE,               0, 0,  no,  no,  3, 4    ; Eng
NONE,               0, 0,  no,  no,  3, 4    ; Env
NONE,               0, 0,  no,  no,  3, 4    ; Esp
NONE,               0, 0,  no,  no,  3, 4    ; Exp
NONE,               0, 0,  no,  no,  3, 4    ; Feu
NONE,               0, 0,  no,  no,  3, 4    ; Fli
Fascism,            0, 0,  no,  no,  3, 4    ; Fun
NONE,               0, 0,  no,  no,  3, 4    ; FP 
NONE,               0, 0,  no,  no,  3, 4    ; Gen
NONE,               0, 0,  no,  no,  3, 4    ; Gue
NONE,               0, 0,  no,  no,  3, 4    ; Gun
NONE,               0, 0,  no,  no,  3, 4    ; Hor
SPECIAL2,           1, 0,  no,  no,  0, 0    ; Ind
NONE,               0, 0,  no,  no,  3, 4    ; Inv
NONE,               0, 0,  no,  no,  3, 4    ; Iro
NONE,               0, 0,  no,  no,  3, 4    ; Lab
NONE,               0, 0,  no,  no,  3, 4    ; Las
NONE,               0, 0,  no,  no,  3, 4    ; Ldr
NONE,               0, 0,  no,  no,  3, 4    ; Lit
NONE,               0, 0,  no,  no,  3, 4    ; Too
NONE,               0, 0,  no,  no,  3, 4    ; Mag
NONE,               0, 0,  no,  no,  3, 4    ; Map
NONE,               0, 0,  no,  no,  3, 4    ; Mas
ALL11,              1, 0,  no,  no,  2, 0    ; MP 
Mathematics,        1, 0,  no,  no,  0, 0    ; Mat
Medicine,           1, 0,  no,  no,  0, 0    ; Med
NONE,               0, 0,  no,  no,  3, 4    ; Met
Miniaturization,    1, 0,  no,  no,  0, 0    ; Min
NONE,               0, 0,  no,  no,  3, 4    ; Mob
Military Rule,      2,-4,  X2,  nil, 3, 2    ; Mon
NONE,               0, 0,  no,  no,  3, 4    ; MT 
NONE,               0, 0,  no,  no,  3, 4    ; Mys
Navigation,         1, 0,  no,  no,  0, 0    ; Nav
NONE,               0, 0,  no,  no,  3, 4    ; NF 
NONE,               0, 0,  no,  no,  3, 4    ; NP 
Philosophy,         1, 0,  no,  no,  0, 0    ; Phi
NONE,               0, 0,  no,  no,  3, 4    ; Phy
NONE,               0, 0,  no,  no,  3, 4    ; Pla
NONE,               0, 0,  no,  no,  3, 4    ; Plu
NONE,               0, 0,  no,  no,  3, 4    ; PT 
NONE,               0, 0,  no,  no,  3, 4    ; Pot
NONE,               0, 0,  no,  no,  3, 4    ; Rad
Railroad,           1, 0,  no,  no,  2, 0    ; RR 
NONE,               0, 0,  no,  no,  3, 4    ; Rec
NONE,               0, 0,  no,  no,  3, 4    ; Ref
Refrigeration,      1, 0,  no,  no,  2, 0    ; Rfg
Republic,           0, 0,  no,  no,  3, 4    ; Rep
Robotics,           1, 0,  no,  no,  0, 0    ; Rob
Rocketry,           1, 0,  no,  no,  0, 0    ; Roc
ALL12,              1, 0,  no,  no,  2, 0    ; San
NONE,               0, 0,  no,  no,  3, 4    ; Sea
NONE,               0, 0,  no,  no,  3, 4    ; SFl
NONE,               0, 0,  no,  no,  3, 4    ; Sth
NONE,               0, 0,  no,  no,  3, 4    ; SE 
NONE,               0, 0,  no,  no,  3, 4    ; Stl
NONE,               0, 0,  no,  no,  3, 4    ; Sup
NONE,               0, 0,  no,  no,  3, 4    ; Tac
NONE,               0, 0,  no,  no,  3, 4    ; The
NONE,               0, 0,  no,  no,  3, 4    ; ToG
NONE,               0, 0,  no,  no,  3, 4    ; Tra
NONE,               0, 0,  no,  no,  3, 4    ; Uni
NONE,               0, 0,  no,  no,  3, 4    ; War
NONE,               0, 0,  no,  no,  3, 4    ; Whe
NONE,               0, 0,  no,  no,  3, 4    ; Wri
Future Technology,  1, 0,  no,  no,  0, 0    ; FT 
User Def Tech A,    1, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    1, 0,  no,  no,  0, 0    ; U2 
Terrorist,          1, 0,  no,  no,  0, 0    ; U3 
OAS,                1, 0,  no,  no,  2, 2    ; X1 
Government,         1, 0,  no,  no,  0, 1    ; X2 
M-19,               1, 0,  no,  no,  3, 1    ; X3 
FARC,               1, 0,  no,  no,  1, 1    ; X4 
ELN,                1, 0,  no,  no,  2, 1    ; X5 
Autodefensa/Cartels,1, 0,  no,  no,  1, 2    ; X6 
SPECIAL A,          1, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Seat of Government,       10, 0,    nil,
Army Station,              4, 2,    nil,
Granary,                   6, 1,    nil,
Religious Services,        4, 0,    nil,
MarketPlace,               8, 1,    nil,
School,                    8, 1,    nil,
Local Authorities,         8, 2,    nil,
Perimeter Defences,        4, 1,    nil,
Deep Well,                 8, 2,    nil,
Bank,                     12, 2,    nil,
Social Security,          12, 6,    nil,
Higher Educations,        16, 4,    nil,
Mass Transit,             16, 3,    nil,
Public Hospital,          10, 5,    nil,
Factory,                  20, 3,    nil,
Industrial District,      32, 4,    nil,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 3,    nil,
Hydroelectric Plant,      24, 3,    X2, 
Nuclear Plant,            16, 2,    no, 
Commercial District,      16, 2,    X2, 
Water Supply,             12, 2,    nil,
Private Food Distr.,       8, 2,    nil,
Highways,                 20, 3,    nil,
Research Lab,             16, 3,    no, 
Stationary AA Battery,    10, 2,    nil, 
Harbour Defences,          8, 1,    nil,
Solar Plant,              32, 4,    no, 
Fishing Harbour,           6, 1,    nil,
Offshore Platform,        20, 2,    nil,
Civilian Airport,         20, 4,    nil,
Local Media,               6, 1,    nil,
Port Facility,             8, 2,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
EXPORT ALL PRODUCTION,    60, 0,    X2, 
Colombian Salt Mining,    20, 0,    nil,
Hanging Gardens,          20, 0,    no, 
Magdalena River Mouth,    20, 0,    nil,
Tequendama Falls,         20, 0,    nil,
Great Library,            30, 0,    no, 
Colombian Coffee,         30, 0,    nil,
Castillo de San Felipe,   30, 0,    nil,
Sun Tzu's War Academy,    30, 0,    no, 
The Colombian Capital,    30, 0,    nil,
Emerald Mining,           20, 0,    nil,
The Carribean Beaches,    40, 0,    nil,
Colonial Cartagena,       30, 0,    nil,
Magellan's Expedition,    40, 0,    no, 
Colombian Bullfighting,   30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Plaza Bolvar,            40, 0,    nil,
Colombian Oil Industry,   40, 0,    nil,
Medellin Industries,      40, 0,    nil,
Palacio de Narino,        40, 0,    nil, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Forest of the Statues,    60, 0,    nil,
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Colombian Salt Mining
no,         ; Hanging Gardens
no,         ; Magdalena River Mouth
AFl,        ; Tequendama Falls
no,         ; Great Library
no,         ; Colombian Coffee
AFl,        ; Castillo de San Felipe
no,         ; Sun Tzu's War Academy
no,         ; The Colombian Capital
no,         ; Emerald Mining
AFl,        ; The Carribean Beaches
AFl,        ; Colonial Cartagena
no,         ; Magellan's Expedition
no,         ; Colombian Bullfighting
no,         ; Leonardo's Workshop
no,         ; J. S. Bach's Cathedral
AFl,        ; Plaza Bolvar
no,         ; Colombian Oil Industry
AFl,        ; Medellin Industries
X2,         ; Statue of Liberty
no,         ; Eiffel Tower
no,         ; Women's Suffrage
no,         ; Hoover Dam
AFl,        ; Forest of the Statues
no,         ; United Nations
no,         ; Apollo Program
no,         ; SETI Program
no,         ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Engineers,    no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, nil,  000000000000000
ELN Infantry, no,  0,  2.,0, 10a,5d,  2h,3f,  8,0,  0, Bro, 000000000000000
ELN Urban Guerilla,no,  0,  1.,0,  6a,5d,  2h,1f,  5,0,  1, Bro, 000000001000010
FARC Infantry,no,  0,  2.,0, 10a,5d,  2h,3f,  8,0,  0, Ban, 000000000000000
Government Inf.,no,  0,  2.,0,  8a,6d,  2h,3f,  8,0,  1, Amp, 000000000000000
US Commandos, no,  0,  2.,0, 12a,3d,  2h,4f, 10,0,  1, no,  000001001000111
Invincible,   no,  0,  0.,0,  1a,127d,12h,1f,  1,0,  7, no,  000000000000000
Fanatics,     no,  0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000000001000010
Partisans,    no,  0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, nil, 000001001000010
Counter Narcotics,no,  0,  2.,0, 12a,5d,  2h,3f, 10,0,  0, no,  100001000000010
Paramilitaries,no,  0,  2.,0, 10a,5d,  3h,2f, 12,0,  1, CoL, 100001000000010
Death Squads, nil, 0,  2.,0, 18a,3d,  3h,3f, 14,0,  0, CA,  001001001000010
FARC Urban Militia,nil, 0,  1.,0,  8a,5d,  2h,2f,  5,0,  0, Ban, 000000001000010
Motorised Inf.,no,  0,  4.,0, 10a,5d,  2h,2f, 12,0,  1, Ato, 000000000000000
Mechanised Inf,no,  0,  3.,0, 10a,5d,  2h,2f, 14,0,  1, no,  000000000000000
Recon,        no,  0,  4.,0,  3a,3d,  2h,1f,  3,0,  3, X2,  000001000000000
Drug Transport,no,  0,  3.,0,  0a,2d,  1h,1f,  5,0,  7, X6,  000000000000000
Crusaders,    no,  0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Coca Field,   no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  7, no,  000000000001000
Dragoons,     no,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Cavalry,      no,  0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
Armoured Car, no,  0,  3.,0, 12a,5d,  3h,3f, 18,0,  0, Ast, 000000000000000
Border,       no,  1,  0.,127,  1a,127d,12h,1f,  4,0,  0, no,  010000000000001
Cannon,       no,  0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Mortars,      no,  0,  2.,0, 12a,4d,  3h,4f, 14,0,  0, nil, 000000001000000
Howitzer,     no,  0,  1.,0, 14a,4d,  3h,5f, 16,0,  0, no,  000000001000000
Orig. Fighter,no,  1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000000000
Combat Helicopter,no,  1, 10.,0, 14a,3d,  2h,3f, 18,0,  0, Aut, 100000000000001
Helicopter,   no,  1,  8.,0, 12a,3d,  2h,2f, 14,0,  0, nil, 100000000000000
Fighter,      no,  1, 20.,1, 14a,5d,  2h,3f, 18,0,  3, no,  100000000010001
Stlth Bmbr.,  no,  1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Riverboat,    no,  2, 10.,0,  0a,1d,  1h,1f,  8,2,  4, nil, 000000000100000
Patrol Boat,  nil, 2, 12.,0,  8a,6d,  2h,1f, 10,0,  2, nil, 100000000100000
Galleon,      no,  2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
Frigate,      no,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Ironclad,     no,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    no,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Cruiser,      no,  2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   no,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Submarine,    no,  2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    no,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  no,  1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Oil Industries,no,  0,  0.,0,  0a,3d,  1h,1f,  3,0,  7, no,  000000000000010
Coal Mining,  no,  0,  0.,0,  0a,3d,  1h,1f,  3,0,  7, no,  000000000000011
Int. Industry,no,  0,  0.,0,  0a,3d,  1h,1f,  3,0,  7, no,  000000000000010
Freight,      no,  0,  2.,0,  0a,3d,  1h,1f,  5,0,  7, no,  000000000000010
Explorer,     no,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Extra Land,   no,  0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Foreign Advisors,nil, 0,  3.,0,  0a,2d,  1h,1f,  16,1,  5, no,  000000000001010
US Radar Post,nil, 0,  0.,0,  0a,4d,  2h,1f,  4,0,  7, no,  000000000000001
Terrorist,    no,  0,  2.,0, 10a,1d,  2h,1f,  5,0,  0, U3,  001000000000010
Foreigners,   no,  0,  2.,0,  0a,1d,  2h,1f,  5,0,  7, no,  000000000000001
Hostages,     no,  0,  1.,0,  0a,6d,  2h,1f,  5,0,  7, no,  000000000001000
Police Forces,no,  0,  0.,0,  0a,5d,  3h,1f,  4,0,  1, X2,  000000000000000
Druglord Mansion,no,  0,  0.,0,  0a,4d,  1h,1f,  4,0,  7, no,  000000000001000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,1,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,2,   yes, 1, 5, 1,   yes, 2,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,2,   yes, 2, 5, 2,   yes, 2,10,  0,  Hil,   ; Grs
Jungle,     27,4,  0,0,1,   no,  0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,1,1,   yes, 1,10, 0,   yes, 1,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Light Forest,1,2,  1,1,2,   yes, 1,10, 1,   yes, 1, 0,  0,  Drt,   ; Tun
Montane Forest,3,2,  0,0,1,   no,  0, 0, 0,   no,  1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,1,   no,  0,15, 6,   no,  0,15,  0,  Pln,   ; Swa
Rain Forest,2,3,  1,0,1,   no,  0,15, 6,   no,  0,15,  0,  Pln,   ; Jun
Navigable Water,1,2,  1,0,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  2,0,2,
Tobacco,    1,2,  0,1,3,
Grassland,  1,2,  2,1,0,
 ,          27,4,  0,0,0,
Cocoa,      2,4,  1,1,3,
Gold,       3,6,  0,2,7,
Fruit,      2,3,  3,1,3,
Emeralds,   2,3,  1,2,5,
Peat,       2,3,  1,1,0,
Emeralds,   2,3,  1,2,5,
Fish,       1,2,  3,1,3,
Desert Oil, 1,2,  0,4,6,
Corn,       1,2,  3,0,2,
Grassland,  1,2,  2,1,0,
 ,          27,4,  0,0,0,
Coffee,     2,4,  0,1,5,
Iron,       3,6,  0,2,3,
Fruit,      2,3,  2,1,4,
Coffee,     2,2,  0,1,3,
Spice,      2,3,  3,1,5,
Fruit,      2,3,  4,1,2,
Shrimps,    1,2,  2,1,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Military Rule,  Caudillo,    Caudilla
Communism,      Comrade,     Comrade
Fascism,        Caudillo,    Caudilla
Republic,       President,   First Lady
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Manuel Marulanda,Female FARC Leader,  0, 1, 0, FARC Movement,FARC,        1,  1, -1,     3, Chairman, Chairperson
Fidel Castao,Female para Leader,  0, 2, 0, Fuerzas de Autodefensa,Autodefensa, 1,  1, -1,
Pablo Escobar,Female Cartel Leader,0, 3, 0, Drug Cartels,Cartel,     -1, -1,  1,
Jaime Bateman Cayon,Female M-19 Leader,  0, 4, 0, M-19 Movement,M-19,        1,  1, -1,
Gerald Ford,  Female US President, 0, 5, 0, Rio Treaty Signatories,OAS,        -1, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alfonso Michelsen,Female Natl. Leader, 0, 6, 0, Colombians,  Government,  1,  1, -1,
Nicolas Rodriguez,Female ELN Leader,   0, 7, 0, ELN,         ELN,         1,  1, -1,
Manuel Marulanda,Female FARC Leader,  0, 1, 3, FARC,        FARC,        1,  1, -1,     3, Chairman, Chairperson
Fidel Castao,Female para Leader,  0, 2, 0, Fuerzas de Autodefensa,Autodefensa, 1,  1, -1,
Pablo Escobar,Female Cartel Leader,0, 3, 0, Drug Cartels,Cartel,     -1, -1,  1,
Jaime Bateman Cayon,Female M-19 Leader,  0, 4, 0, M-19 Movement,M-19,        1,  1, -1,
Gerald Ford,  Female US President, 0, 5, 0, Rio Treaty Signatories,OAS,        -1, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alfonso Michelsen,Female Natl. Leader, 0, 6, 0, Colombians,  Government,  1,  1, -1,
Nicolas Rodriguez,Female ELN Leader,   0, 7, 0, ELN,         ELN,         1,  1, -1,
Manuel Marulanda,Female FARC Leader,  0, 1, 0, FARC,        FARC,        1,  1, -1,     3, Chairman, Chairperson
Fidel Castao,Female para Leader,  0, 2, 0, Fuerzas de Autodefensa,Autodefensa, 1,  1, -1,
Pablo Escobar,Female Cartel Leader,0, 3, 0, Drug Cartels,Cartel,     -1, -1,  1,
Jaime Bateman Cayon,Female M-19 Leader,  0, 4, 0, M-19 Movement,M-19,        1,  1, -1,
Gerald Ford,  Female US President, 0, 5, 0, Rio Treaty Signatories,OAS,        -1, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alfonso Michelsen,Female Natl. Leader, 0, 6, 0, Colombians,  Government,  1,  1, -1,
Nicolas Rodriguez,Female ELN Leader,   0, 7, 0, ELN,         ELN,         1,  1, -1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Cash,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













